-void render(Canvas &canvas, const World &world) {
- constexpr Color background(0x00, 0x00, 0x00);
- constexpr Color outlineColor(0x00, 0x00, 0xFA);
- constexpr Color controlledColor(0xFA, 0xFA, 0x00);
- constexpr Color entityColor(0x00, 0xFA, 0x00);
- constexpr Color collisionColor(0xFA, 0x00, 0x00);
- constexpr Color normalColor(0xFA, 0x00, 0x00);
-
- canvas.SetColor(background);
- canvas.Fill();
-
- canvas.SetColor(outlineColor);
- canvas.Grid(
- world.cam.ToScreen(Vector<int>(0, 0)),
- world.cam.ToScale(Vector<float>(10, 10)),
- world.cam.ToScale(Vector<float>(1, 1)));
-
- canvas.SetColor(entityColor);
- for (const AABB &e : world.stationary) {
- canvas.OutlineRect(
- world.cam.ToScreen(Vector<float>(e.Left(), e.Top())),
- world.cam.ToScale(e.Size()));
- }
+ void render(Canvas &canvas) const {
+ constexpr Color background(0x00, 0x00, 0x00);
+ constexpr Color outlineColor(0x00, 0x00, 0xFA);
+ constexpr Color controlledColor(0xFA, 0xFA, 0x00);
+ constexpr Color entityColor(0x00, 0xFA, 0x00);
+ constexpr Color collisionColor(0xFA, 0x00, 0x00);
+ constexpr Color normalColor(0xFA, 0x00, 0x00);
+
+ canvas.SetColor(background);
+ canvas.Fill();
+
+ canvas.SetColor(outlineColor);
+ canvas.Grid(
+ cam.ToScreen(Vector<int>(0, 0)),
+ cam.ToScale(Vector<float>(10, 10)),
+ cam.ToScale(Vector<float>(1, 1)));
+
+ canvas.SetColor(entityColor);
+ for (const AABB &e : stationary) {
+ canvas.OutlineRect(
+ cam.ToScreen(Vector<float>(e.Left(), e.Top())),
+ cam.ToScale(e.Size()));
+ }